Page 1 of 1

No animations ingame! (I exported with MshEx)

Posted: Fri Sep 12, 2008 8:12 pm
by jedimoose32
yes, i've read through this whole forum and there was nothing that really helped me, i've tried it all

i recently imported the magnaguard msh into xsi and gave him uber shoulder pads and crazy horns on the side of his head, as well as enlarging his feet
i used beta template by psych0fred and followed the instructions
no matter what i do, though, when i play the game, there are no anims.
in the odf, i have the anim set to darth maul, and i have his weapon set to darth maul's lightsaber
the magnaguards sort of "slide" around with their arms out and shaped like a small letter "t"
HELP!!
:runaway:
:runaway:
:runaway:
:runaway:

Re: no anims

Posted: Fri Sep 12, 2008 8:21 pm
by AceMastermind
jedimoose32 wrote:yes, i've read through this whole forum and there was nothing that really helped me, i've tried it all
I feel extremely sorry for you! :o

Re: no anims

Posted: Fri Sep 12, 2008 8:29 pm
by woner11
Did you give him Maul's combo?

Re: no anims

Posted: Fri Sep 12, 2008 9:13 pm
by computergeek
Do you have all the necessary files in your side?

Re: no anims

Posted: Fri Sep 12, 2008 9:19 pm
by jedimoose32
AceMastermind wrote: I feel extremely sorry for you! :o
Sarcasm?
Perhaps related to the incident in the released assets forum?
Honestly, i read all the way to page 11 in the XSI bf2 series forum.

To everyone else, yes, my magnaguard functioned 100% perfectly until i remodelled him.

Re: no anims

Posted: Fri Sep 12, 2008 9:23 pm
by epm01
Try going back and use the default Magnaguard if that fixes it then theres your problem.

Re: no anims

Posted: Fri Sep 12, 2008 11:03 pm
by AceMastermind
jedimoose32 wrote: Sarcasm?
Nope, I was being sincere, it's quite sad really.
All of the info you need is here, if you don't understand it the first time you read it then read it again and again and follow along as you're reading so you will get a better understanding of the process.
I don't think you setup your unit correctly, and yes we do have much information here in regards to setting up a unit, and if it was setup correctly i'm thinking you may have exported it using a 3rd party exporter.

Re: no anims

Posted: Fri Sep 12, 2008 11:25 pm
by woner11
Is it possible that assuming you used meshex the bone structure didn't come through properly?

Re: no anims

Posted: Sat Sep 13, 2008 4:11 pm
by jedimoose32
woner11 wrote:Is it possible that assuming you used meshex the bone structure didn't come through properly?
yes, i'm using mshex
everything i've done so far though has been perfectly fine
i think there may have been a bone enveloping problem
something to do with the skeleton?
when importing a .obj file, what settings are necessary?
it may have been that something went wrong then, because i didn't see any bones in the explorer window
so i just tried using psych0fred's beta unit template, and that made ZERO difference

EDIT: There's no rush, i've got a space map i'm working on in the background which also needs help.

Re: no anims

Posted: Sat Sep 13, 2008 5:01 pm
by Caleb1117
MshEx will not do player models, it doesn't export the skeleton.

Re: no anims

Posted: Sat Sep 13, 2008 5:25 pm
by woner11
Problem solved I beleive. :wink:

Re: no anims

Posted: Sat Sep 13, 2008 7:04 pm
by AceMastermind
Yep this is solved, and just to clarify from here on so we don't have people saying there's no information anywhere in this forum that can help them, here's a quote from the MshEx Beta 3 topic:
RepSharpshooter wrote: What it does:
  • Visible mesh (textures, uvs, normals, etc)
  • Nulls
  • Hierarchy
  • Rotation
  • Translation
That's it, don't ask for more.
At no point does it say MshEx supports envelope or weight data and that means NO player models, use the Pandemic Tools to export these!

*locked*